using System.Collections.Generic;
using GearOptimizer.Adapters;

namespace GearOptimizer.DataObjects
{
    public class Item : IIdentifiable
    {
        public Item()
        {
            TooltipParams = new ToolTipParams();
            BonusStats = new List<BonusStats>();
            ItemSource = new ItemSource();
            WeaponInfo = new WeaponInfo();
        }

        public string Id { get; set; }

        public string Name { get; set; }

        public string Icon { get; set; }

        public int Armor { get; set; }

        public int BaseArmor { get; set; }

        public int BuyPrice { get; set; }

        public int ContainerSlots { get; set; }

        public string Description { get; set; }

        public int DisenchantingSkillRank { get; set; }

        public int DisplayInfoId { get; set; }

        public bool Equippable { get; set; }

        public bool HasSockets { get; set; }

        public int InventoryType { get; set; }

        public bool IsAuctionable { get; set; }

        public int ItemBind { get; set; }

        public int ItemClass { get; set; }

        public int ItemLevel { get; set; }

        public ItemSource ItemSource { get; set; }

        public List<string> ItemSpells { get; set; }

        public int ItemSubClass { get; set; }

        public int MaxCount { get; set; }

        public int MaxDurability { get; set; }

        public int MinFactionId { get; set; }

        public int MinReputation { get; set; }

        public int RequiredLevel { get; set; }
        
        public int RequiredSkill { get; set; }
        
        public int RequiredSkillRank { get; set; }
        
        public int SellPrice { get; set; }
        
        public int Stackable { get; set; }

        public WeaponInfo WeaponInfo { get; set; }

        public List<BonusStats> BonusStats { get; set; }
        public Qualities Quality { get; set; }
        public ToolTipParams TooltipParams { get; set; }
    }

    public class BonusStats
    {
        public int Amount { get; set; }
        public bool Reforged { get; set; }
        public int Stat { get; set; }
    }

    public class ItemSource
    {
        public int SourceId { get; set; }
        public string SourceType { get; set; }
    }

    public class WeaponInfo
    {
        public float Dps { get; set; }
        public float WeaponSpeed { get; set; }
        public Damage Damage { get; set; }
    }

    public class Damage
    {
        public int Max { get; set; }
        public int Min { get; set; }
    }
}